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That's given that your GM allows you to use traits and doesn't mind a human somehow gaining large teeth from being "adopted". The main problem with the Tusked trait and the Razortusked feat is they are secondary attacks, not primary. Toothy is a primary attack which when coupled with the Claw attacks gives you one mean Barbarian until level 12. At that point, you change tactics.

Pounce in with your Greatsword, which at level 12 means 3 attacks plus a 4th from the Bite, then leave yourself open to attack with CAGM. The single attacks with the Greatsword are better than the single attacks with the Claws, but up through level 11, when your main goal is to get in as many attacks as you can, Claws/Bite is where it is at. And if you leave yourself open to Disarm, you still have three attacks vs two.

From level 1 through 9, use a Reach Weapon that you drop when they get in close, then Cuisinart the opposition into tiny bits. Levels 10 and 11 are all about Pouncing in with Claws & Bite. Half-Orc with Toothy Alt should be blue.


First of all, awesome guide. Second, I think you are missing a Barbarian build that puts the Half-Orc race into blue territory: Natural Attacker. By taking the Toothy Alt Race Trait they get a Primary Bite attack. Disregard the d4 damage, when you combine that with the Lesser Beast Totem Rage Power, you get THREE natural attacks at level 2, which is 2 levels before the druid does.

With a strength of 18 and Power Attack, hitting with all three strikes, that is max damage of 40 with and an average of 32. A Normal Barbarian swinging with a Greatsword with the same stats has max damage of 24 with an average of 18. Now, this assumes you hit with all three attacks, but if you miss one or two you are still doing damage versus the normal barbarian that misses once and then the turn is over.

Use a reach weapon and when they get close enough, go to town. Throw in Improved Natural Attack feat for the claws and at level 10 the claws are doing 2d6 each. Pounce is where this build really shines. Wearing an Amulet of Natural Attacks gives all three attacks bonuses and if you come up against something with DR switch to a weapon with that property just like a monk would and you still get your Bite attack as a secondary.

Most importantly, this build is just darn fun to play.


Here is one I have been tinkering around with.
Ranger 1 (Warden) / Druid 6 (Saurian Shaman) / Nature Warden (PrC) 8 / Druid 5

The first level of Ranger let's you take Power Attack and Cleave (if you are human) and the Warden Archetype let's you choose a favored terrain at level 1 which you will need for Nature Warden. Throw in Starlight Summons, Superior Summoning, and some Wild Shape feats and I really think it makes for a very well rounded character.


Cool. That actually does help out a bunch. Since I can't take Greater Trip, that means Earth Child Binder is out of the question as well. Greater Grapple would go in at level 9 and maybe Defensive Combat Training goes in at level 11. It sucks I can't take Greater Trip without Combat Expertise, but thems the breaks.


I am creating a character for the campaign we are running and needed some advice. The character will be level 9 and the campaign is storming a city full of giants. I wanted to create a Dwarven Monk that specializes in taking down giants. I haven't rolled any of his stats yet (that will be this Friday) but I did want to make sure I'm on the right path for feats and abilities.

Alternate Racial Traits:
Giant Hunter (Rival Guide)
Lorekeeper
Magic Resistance
Rock Stepper (Rival Guide)

Archetype: Monk of the Sacred Mountain

Feats/Abilities
1st: Big Game Hunter (Rise of Ruin Lords)
1st: Improved Grapple (Monk Bonus)
2nd: Combat Reflexes (Monk Bonus)
2nd: Iron Monk (Alt Ability)
3rd: Power Attack
4th: Bastion Stance (Alt Ability)
5th: Earth Child Style
5th: Iron Limb Defense (Alt Ability)
6th: Improved Trip (Monk Bonus)
7th: Earth Child Topple
9th: Greater Trip
9th: Adamantine Monk (Alt Ability)
10th: Medusa's Wrath (Monk Bonus)
11th: Greater Grapple
13th: Dimensional Agility
14th: Mobility (Monk Bonus)
15th: Dimensional Assault
17th: Dimensional Dervish
17th: Vow of Silence (Alt Ability)
18th: Spring Attack (Monk Bonus)
19th: Dimensional Savant

Vow of Truth & Vow of Celibacy

Build Background: Character will be a mountain dwelling Dwarven monk that hunts lawless giants and lays the smackdown all while being stoic and stuff.

Questions I Have:
1. Would switching out Big Game Hunter for Defensive Combat Training be more beneficial?
2. Same thing with switching out Greater Grapple for Earth Child Binder; which would be more beneficial?
3. Is going down the dimension step route after 13th level a wise move?
4. Anything I am missing that can make this guy not just a giant's worst nightmare but other creature as well?

Thanks to anyone that responds. This is my first real post in the boards, but I have to I love what Paizo has done with this game.


Just moved to the Lincoln area about a year ago and looking to get into a game. Played D&D 3.5 for numerous years and I'm really interested in play pathfinder. My work schedule is from 2:00pm to 10:45pm Saturday through Wednesday so if you guys play Thursday or Friday I would love to join in.